OpenXcom Forum

Modding => Resources => Topic started by: Ryskeliini on August 10, 2012, 06:45:15 pm

Title: Ryskeliinis sprites
Post by: Ryskeliini on August 10, 2012, 06:45:15 pm
Luke granted me a access to his openxcom site ,so go look at there :) ... updates coming to there more often than here. Any feedback is great, good or bad, post it here.

https://openxcommods.weebly.com/ryskeliinis-mods.html

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hi! been lurking these forums for a while now, and today decided to join the fun  :)
just here to show something iv been making..

this is still in work in progress. First one is new armor sprite for soldiers, combat suit. basically just a helmet, vest and kneepads... made with photoshop. only frontal sprite made ( over 9000 sprites to go? ;P ) ..could decrease the damage made by alien grens and explosives?...

and for the request , is there way to get the soldier sprites from GIMP to photoshop in *.psd format? ..talking
about this...

https://openxcommods.weebly.com/uploads/1/1/8/4/11849982/xcom_0_layered_composite_sprites.zip

... i liked the idea of having all necessary sprites in all standing poses seperated by layers, but for editing, i really really want to avoid using GIMP... also is that pack missing the walking sprites?... altough awesome job with the pack  :)



Second picture is just a concept idea for xcom ... since there is tanks in xcom ,why not to have some androids to fight with xcom soldiers ..could be researchable in mid game... useful for "first to go, first to die" and for scouting. no more "FFFF- my best soldier died after getting out of the craft" ...well atleast lesser times.

quick update: now with ingame design.

thats all for now.  cu!

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UPDATE!: Combat suit is done, download link is:

https://www4.zippyshare.com/v/74899563/file.html

features: Battlescape sprites, battlescape corpse, inventory dolls & corpse. only few hand sprites are edited slightly. (just noticed that it looks better with xcom orginal hand sleeves on... viewers choise tho)

installing notes: ...uhh do i need to even bother? use pckview :p

NOTE: iv only tested this in dosbox using xcom and noticed there is some color bugging when animation starts moving(known problem?). i had no time to test this in openxcom, but it should work. But enjoy! you'r free to do changes for your likeing if you want to use it in your mods and host that file. just give atleast a credit for me if you use it. ;)

 cheers, im off for a trip. hopefully i didnt forget to add something important...

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2nd UPDATE! Sectoids Retarded Cousin, just for lulz

https://www5.zippyshare.com/v/65008454/file.html

feat. Battlescape anims & corpse, inventory corpse.

This is just a simple edit for the sectoid... at the weekend when i was bit drunk  i had this vision of this little abomination sectoid.. retarded cousin of sectoids. just really had to make this for the laughs. Use freely in your mods if needed. (it can always be something else than retarded cousin, maybe a sectoid without a suit or lower intelligent sectoid, your choise.)
Title: Re: new sprites and ideas... also request.
Post by: moriarty on August 10, 2012, 08:22:58 pm
I like the combat suit idea. A lot :)
I'll try to make a .psd export of my files. I'm not sure if the GIMP supports that format, though - is there another layered Image format that imports well into Photoshop?

No, the walking animations are not part of the layered files - my primary goal was having "puppets" for testing weapon designs. :)

For your combat armor: perhaps the easiest way would be to try and start with a simple "flak vest" that only changes the "torso" sub-sprite... that's only eight pictures (but don't forget the female soldier) :)
Title: Re: new sprites and ideas... also request.
Post by: Tentaculars on August 10, 2012, 08:49:15 pm
As far as i know GIMP reads .pds files and you can save in .psd format.
Title: Re: new sprites and ideas... also request.
Post by: Volutar on August 10, 2012, 08:59:30 pm
And as far as I noticed, those 3 armor suits with different colors could be easily created from ONE, by palette color mapping. I'm suggesting to try it out, just to test how it go.
Title: Re: new sprites and ideas... also request.
Post by: Ryskeliini on August 10, 2012, 09:38:59 pm
Thing is with GIMP that you can export the *.xcf sprite to *.psd format, but the biggest problem seems to be that all the layers are gone, and everything is just sticked into one image.

basically its 5 images that needs to be edited, instead of 8... easier just to mirror the rest 3 images. if looking at the keyboard numbad the image sides that are needed to make is 8,9,6,3,2 (8 is looking north, 2 looking south etc..) and the rest 1,4,7 can be mirrored from 3,6,9. Saves loads of time :) ..tho it'll still takes lots of time to draw hands, legs, diffrend poses, and make sure that they arent apart from the body etc etc..
Title: Re: new sprites and ideas... also request.
Post by: SupSuper on August 11, 2012, 12:14:26 am
AAAAAAAAA that android sprite is gonna give me nightmares. :o
Title: Re: new sprites and ideas... also request.
Post by: Ryskeliini on August 20, 2012, 08:33:24 pm
i'v been quite away for while, been struggling with the sprites. Seems like ufo engine simply doesnt want to work with these new sprites... problem might be with the xcom_0.tab file? ... is that file controlling color "coordinates" or something? since iv deleted out some pixel that have orginally belonged in the sprite, and drawn new ones.

 i have used photshop and pixel painted using the xcom colorpalette. (guessing that xcom really hates any other color that arent used in xcom?) and everything should been done exactly as told. bitmap exported from XCOM_0.PCK using the PCKview and ported back from *.bmp to pck file (World terrain, SkanG file dont seem to work, and i guess they shouldnt since its not a static sprite?)

anyways ,i'll guess finish this one. maybe someday there will be a proper way to import/export sprites :)

yaay a pic! ..btw, when i used openxcom ,whole torso/head sprites were gone, but somehow they got into the game when i used orginal ufo with dosbox.
Title: Re: new sprites and ideas... also request.
Post by: Yankes on August 20, 2012, 10:23:00 pm
ask luke83, he probably have some experience with missing torso :)
Title: Re: new sprites and ideas... also request.
Post by: moriarty on August 20, 2012, 10:37:38 pm
Ryskeliini, how did you extract the sprites and how did you put them back into the .tab file?

I suggest using Bomb Bloke's toolset, there's a basic tutorial here: https://openxcommods.weebly.com/bb_tools.html (https://openxcommods.weebly.com/bb_tools.html) - it has worked perfectly for me when making my new armor types. if you need help using it, just send me a PM :)
Title: Re: new sprites and ideas... also request.
Post by: Ryskeliini on August 21, 2012, 11:16:35 am
> Ryskeliini, how did you extract the sprites and how did you put them back into the .tab file?

uh, actually i havent done nothing to the xcom_0.tab file, iv only used pckview to open xcom_0.pck then saved it to *.bmp image format, edited and then just saved the bmp back to pck format. After that just copyed it back to Xcom UNITS folder. So there must be done something to the *.tab file, lol. have to look up for the tutorial. thanks
Title: Re: new sprites and ideas... also request.
Post by: moriarty on August 21, 2012, 11:37:07 am
oops, sorry, I meant .pck, not .tab - I used pckview at first, too, but some things didn't work right, so I started using bb_tools instead - they are much better :)
Title: Re: new sprites and ideas... also request.
Post by: luke83 on August 21, 2012, 01:17:59 pm
for what its worth , i have used both BBtool kit and PCKVIEW but i still prefer PCKVIEW ( i like to avoid command line when ever possible ;) ).

Ryskeliini - Send me a PM with a upload location of your entire .BMP set and i will have a look when i get time, i still need to do some jobs for Tentaculars also ( and i am a little behind schedule on that front) but i want to make time to help any new modder to openxcom.
Title: Re: new sprites and ideas... also request.
Post by: Ryskeliini on August 21, 2012, 08:33:29 pm
hi again, slight update. i quite much found a method to "fix" the invisible sprites.

first i took the orginal xcom_0 sprite, without touching it,

then i took the xcom_0 sprite that i edited and just overlayed the orginal one with edited one, without removing any pixels from the orginal.

that quite much worked. tho if you look real close ,u might see a couple pixels of hair hanging out of the helmet.
bit confusing eh? ... but things are coming along fine now, i think ill get this done in this week, also i'll redraw the inventory screen for these armors and the dead body wearing this also.
Title: Re: new sprites and ideas... also request.
Post by: moriarty on August 21, 2012, 10:43:56 pm
have you done all the walking animations too? I'm impressed.
seeing that the helmet and vest are green, I guess it wouldn't be too hard to get them in a lot of other colors using palette shift. very nice. keep it up! :)
Title: Re: new sprites and ideas... also request.
Post by: Ryskeliini on August 23, 2012, 07:09:41 pm
battlescape sprite is quite much 99.5% finished ,BUT now i need help with the hands..

I need to know what are the hands that are facing down (numpad 2)  and up (numpad 8). i know the hands that are without weapon, but the hands that carry a pistol and the rifle. dont need to know the animations, only the stance when gun is carried -> up and down view. if someone knows ,pls tell the location in PCKview as "Selected: xxx Over: xxx" .... tomorrow might be the release day.
Title: Re: new sprites and ideas... also request.
Post by: moriarty on August 23, 2012, 08:23:24 pm
take a look at my list files here (https://openxcommods.weebly.com/downloads.html) (or, as a direct link, here (https://openxcommods.weebly.com/uploads/1/1/8/4/11849982/xcom_0_sprite_usage.txt))

"000" is facing towards the screen (or "down"), and "007" is facing away from the screen (or "up"), so the hands facing "down" are:
xcom_0232 right arm (one-handed weapon)
xcom_0240 left arm (two-handed weapon)
xcom_0248 right arm (two-handed weapon)
xcom_0256 right arm (firing weapon)

and the hands facing "up" are 239, 247, 255 and 263, respectively
Title: Re: new sprites and ideas... also request.
Post by: Ryskeliini on August 23, 2012, 08:53:19 pm
thanks, very helpful  :) . so far iv done the:

- battlescape animation sprites
- dead sprite on the battlescape
- dead soldier sprite in inventory screen.

ill finish this tomorrow, if i can find the inventory soldier image somewhere so i can edit it to look more like soldier using combat suit... didnt find it yet in my ufo folder, but guess its somewhere there. hopefully its still in pck format :p ..till tomorrow.
Title: Re: new sprites and ideas... also request.
Post by: moriarty on August 23, 2012, 08:56:25 pm
inventory image is in DATA\UFOGRAPH, and called xcom_0.spk (comes with xcom_0.tab). pckview should be able to display it, although I did have some trouble re-saving it. that's where I started using bb_tools for real :)

the .spk file is basically a .pck file, but there are small differences... the UFOPaedia site knows more about it :)
Title: Re: new sprites and ide.. Cmbtsuit released.
Post by: Ryskeliini on August 24, 2012, 05:08:59 pm
update at front page.
Title: Re: new sprites and ide.. Cmbtsuit released.
Post by: moriarty on August 24, 2012, 09:42:24 pm
nice :)

one thing, though: the "inventory corpse sprite" is too... corpse-like. too much blood. not because I don't like blood and gore, but because that same image is used regardless of whether the soldier is dead or simply unconscious! so this one looks too...dead. :)
Title: Re: new sprites and ide.. Cmbtsuit released.
Post by: luke83 on August 25, 2012, 12:51:34 am
These look awesome mate, really good work.
Title: Re: new sprites and ide.. Cmbtsuit released.
Post by: Ryskeliini on August 27, 2012, 05:18:21 pm
glad that you like it, tho im not quite pleased with the inventory dolls, i quite much rushed it due the time. i might someday redo the dolls chest part.

and you can always edit the "corpse" for your liking ,its a just couple mins job to edit the blood pixels out :)... next time making a xcom/alien shouldnt take time since this was very educating..educative..eduvcx.. (is that even a word?). Next i think ill try something easier, like making a alien sprite or something... i have something in mind, but meanwhile i tried making something experimental sprites... note this is just a test.
Title: Re: new sprites and ide.. Cmbtsuit released.
Post by: Volutar on August 27, 2012, 07:07:02 pm
Those  sprites reminds me (not to mention bioshock) good old laser squad. There was specific graphics with something similar to those.
Title: Re: new sprites and ide.. Cmbtsuit released.
Post by: Ryskeliini on August 27, 2012, 07:18:05 pm
oh, never played laser squad, tho iv heard of it. if i remember right it was only multiplayer via email or something? ... anyways ,update at the front page,... theres something retarded...
Title: Re: new sprites and ide.. Cmbtsuit released.
Post by: moriarty on August 27, 2012, 07:26:25 pm
oh my. looks like a pink alien Kenny. "OMG, they killed..." - should come with a new death scream, plus rats rushing in to gnaw at the corpse as part of the dying animation :)
Title: Re: new sprites and ide.. Cmbtsuit released.
Post by: Volutar on August 27, 2012, 08:03:05 pm
(https://www.mobygames.com/images/shots/l/82767-laser-squad-commodore-64-screenshot-deploying-unitss.png)
Title: Re: new sprites and ide.. Cmbtsuit released.
Post by: Ryskeliini on August 30, 2012, 05:10:53 pm
Btw, has anyone tried these sprites in openxcom? Just asking 'cos mine still isnt working, all i can see is levitating weapons flying above ground and all the sprites missing ;P ... strange. Still works in orginal Xcom.... gahh what causes this heresy!

edit: atleast i can see the inventory/battlescape corpse in openxcom
Title: Re: new sprites and ide.. Cmbtsuit released.
Post by: luke83 on August 30, 2012, 10:17:30 pm
i will try this weekend now that i know about the import entire BMP awt option :P
Title: Re: new sprites and ide.. Cmbtsuit released.
Post by: luke83 on September 01, 2012, 02:00:26 pm
Your sprites in Openxcom

I also uploaded my file to your page
https://openxcommods.weebly.com/downloads2.html

FYI: I did not do anything different to your sprites , I only imported them and they worked.
Title: Re: new sprites and ide.. Cmbtsuit released.
Post by: Volutar on September 01, 2012, 06:08:25 pm
320x200 upscaled 10 times? awww....
Title: Re: new sprites and ide.. Cmbtsuit released.
Post by: luke83 on September 02, 2012, 02:06:28 am
sorry , i used my zoom function in linux and then printscreen, i just open the picture, maybe it i zoomed to far in ;)
Title: Re: new sprites and ide.. Cmbtsuit released.
Post by: luke83 on September 04, 2012, 12:23:10 pm
Pick Sectoids
Title: Re: new sprites and ide.. Cmbtsuit released.
Post by: Volutar on September 04, 2012, 12:49:37 pm
what is this white blob on his head? and two white dots at the right edge?
Title: Re: new sprites and ide.. Cmbtsuit released.
Post by: luke83 on September 04, 2012, 01:13:03 pm
That is how it was drawn , i just tested in game
Title: Re: new sprites and ide.. Cmbtsuit released.
Post by: Ryskeliini on September 08, 2012, 04:29:37 pm
Nice to see that you ported that pink sectoid to openxcom :) ...and those white dots are its "teeths" :p ..just came here to say that theres some updates at https://openxcommods.weebly.com/index.html ...

edit. made the new sectoid statused as work in progress, cos i forgot to make the inventory corpse screen and hands needs to get fixed a bit and eyes turned to darker color.
Title: Re: new sprites and ide.. Cmbtsuit released.
Post by: AlleyCat on September 08, 2012, 05:22:32 pm
i have something in mind, but meanwhile i tried making something experimental sprites... note this is just a test.
Liked this new power/flying(?) armor wery much. Can't wait full version of these sprites  :-[
Title: Re: Ryskeliinis sprites
Post by: Ryskeliini on September 08, 2012, 05:49:02 pm
it'll come someday when ill finish the other ones. that "space" suit had only 2 sprites done from, ugh from... atleast from over 100 sprites :p. in time, ill quess ill try to make "eastern egg" sprites to xcom wich would appear in earth around year 2018 ...just guess what it is ^_^ (new units, couple "ufos" and hopefully a brand new outerspace mission) ... huge task but not now a first priority to make. guess ill head next for:

 tutorial - how to make a police officer in photoshop (just to show how i do sprites for xcom)
 or Android sprite (ignore that one in front page, i have new design for it, bigger)
Title: Re: Ryskeliinis sprites
Post by: AlleyCat on September 23, 2012, 04:13:24 am
Will be waiting there =)
And tutorial would be great to understand basics for poor artists like me  :D
Title: Re: Ryskeliinis sprites
Post by: Ryskeliini on October 01, 2012, 05:04:36 pm
hello, been long time since iv visited here! ...just to say, iv been awfully busy on my work place these weeks and havent had a lot of time to spend on xcom lately. Hopefully sometime ill get spend more time on this. But enough of mumbling, just here to show what iv done yesterday... Sorry, no tutorial yet, but something atleast...

X-Com droid MK.I .. with ingame shot and research screen (currently uses the Alien surgery research image as replacement...)

ingame sprites still needs work, but not much... torso,head,hands are easily made, only the walking animation causes some hefty work. but design is all n all finished for this one.

btw: name that computer right side on the research screen :3
Title: Re: Ryskeliinis sprites
Post by: moriarty on October 01, 2012, 05:16:10 pm
looks good, but are you sure that it will fit in the frame boundaries? looks awfully tall to me. fitting for an android, but it might be too big for the graphics limitations. (and it won't fit into any building or small UFO :P )
Title: Re: Ryskeliinis sprites
Post by: Ryskeliini on October 01, 2012, 05:22:10 pm
i worried about that frame boundary also too first, but it should fit just right into frame :) ...any larger would mess it up.
Title: Re: Ryskeliinis sprites
Post by: moriarty on October 01, 2012, 05:27:44 pm
oh, okay :)

I think the hands might be a little too far apart for holding a weapon - or does the android not use weapons at all? you might just have built-in weapons. what are you planning for it?
Title: Re: Ryskeliinis sprites
Post by: Ryskeliini on October 01, 2012, 06:50:29 pm
infact if you look closely, that droid carries a weapon under its hand :) ... its bit dark and it still needs to be bit more...revealing...tho it will be more "visible" when you see your weapon in the inventory. Weapons work like in the tanks in xcom, so its allready attached in the droid... droid basically carries a short barrel MG and the ammo comes from the backpack. ( think of this https://www.epicycle.org.uk/images/minigun2.jpg ..but not that weap. :P ). Other hand is just used for to use pneumatic punch to smash aliens jaw around the ground :p

and btw, hand that carries weapon will be changed to diffrend one... now it looks like its relaxed, but i will change it into "pointing towards" hand.
Title: Re: Ryskeliinis sprites
Post by: Leflair on October 01, 2012, 08:25:57 pm
That's a sweet looking robot you got there, and I do like the idea of integrated weapons - maybe it could still use grenades - or have some form of grenade launcher/mortar attached to a shoulder or something.
Title: Re: Ryskeliinis sprites
Post by: michal on October 02, 2012, 10:33:54 am
Why x-com scientists use Commodore 64 not Amiga ? ;)
Title: Re: Ryskeliinis sprites
Post by: Ryskeliini on October 02, 2012, 03:03:19 pm
thanks, not a bad idea to have grenade launcher also... but propably better to have seperated droid then? :) ... like X-Com Droid mk.I - HWGun and X-Com Droid mk.I - Gren.Launch as they have Cannon tank and missile tank.

Maybe droid mk.II could have amiga 500 at the research screen at the background for lulz. :3

some thinks iv mindstormed for droid section in a techtree way...

X-Com droid research -> produce X-Com droid MK.I
Elerium-115 Research -> Elerium "CPU"  -> X-Com Droid MK.II (this would prolly be a human sized droid with a stunning-fist and a laser weapon implented) -> Produce MK.II Droids....
Title: Re: Ryskeliinis sprites
Post by: Ryskeliini on October 02, 2012, 05:39:25 pm
Made a quick concept of elerium Chip...
Title: Re: Ryskeliinis sprites
Post by: Leflair on October 02, 2012, 11:53:30 pm
Expanding & broadening the research tree is an exciting avenue. Not necessarily purely "better" stuff but more variation, several types of lasers, different plasma-tier weaponry, armour values etc.

Where do you imagine the droid being, power-wise? Less armour than a tank (but which tank, the starting tanks or later hover tanks?), but beefier than a X-Com soldier?

Less prone to panicking I imagine too. Obviously it can walk through doors unlike the tanks so that's a plus. Same negative as tanks that it can't gain XP or would the elerium chip gain maybe a reduced capability for that? (like at a 25% rate or something).

Don't want them entirely replacing X-Com soldiers, so they should either have limited firepower, toughness or skill compared to a veteran X-Com agent in Power Armour.

Title: Re: Ryskeliinis sprites
Post by: moriarty on October 03, 2012, 10:13:07 am
I'm not sure. if it was available from the start, I might have said "a bit better than a rookie, but worse than a veteran soldier", because then it would be an early-game possibility, but since it doesn't level up, you wouldn't use it too much.

but if it's a later-game tech, I'm really not so sure. it needs to be powerful enough to be useful, but needs drawbacks, too. perhaps if it only has one fixed weapon and cannot use inventory (and thus no items), that's drawback enough? combined with not getting experience, of course.

oh, and I don't know about "elerium chip". in the game, there's no indication that elerium is anything other than a "fuel". the UFO Navigation does not use elerium. so if you need to invent a new chip for the advanced android, perhaps you should rather add something like "advanced alien computer circuits" that is researchable after UFO Navigation? or maybe even after researching a cyberdisc or sectopod corpse?
Title: Re: Ryskeliinis sprites
Post by: luke83 on October 03, 2012, 10:43:55 am
I would love to see a HUGE variety of weapons with different Ranks and at the start of a game hit a RANDOM Tech button to start a game not knowing what tech will become available or what tech the aliens start with. Mabye in some HUGE combo game ( mix UFO and TFTD and Fan creations  into one huge game) .
Title: Re: Ryskeliinis sprites
Post by: Mr. Quiet on October 18, 2012, 08:13:44 am
Creating Androids is a really cool idea! I would love to see that!

I would also like to see Operatives with Alien DNA in the very late-game. Make it possible through time consuming research of course and decide which lucky Operatives get injected and it'll have strange effects where it might make them weak in some areas but their Psionics will be powerful and as time passes, they'll start changing into a hybrid with alien skin and darker eyes that give them other minor benefits. Downsides could be lower lifespan and/or uncontrollable epileptic seizures(in base only) preventing your Operative to go on a mission for a few days, but through more long long term research you'll be able to create the perfect Hybrid Operative. I watch a lot of X-Files :D

Add some evil element to it, where you can't go into the Alien DNA research (after animal testing, which shows great results) unless you agree to experiment on unwary citizens from where ever they were kidnapped from. Your employees are too valuable to experiment on, so it's a moral choice and as secret Organization, it would be evil cool to have that kind of science going on if you decide to go with it for role-playing, lol. Would it be a necessary evil?

Anyways, great to be here waiting anxiously for the next release, and I hope I can support the modders with my positive posts!


Edit:

I would love to see a HUGE variety of weapons with different Ranks and at the start of a game hit a RANDOM Tech button to start a game not knowing what tech will become available or what tech the aliens start with. Mabye in some HUGE combo game ( mix UFO and TFTD and Fan creations  into one huge game) .

Great idea too!
Title: Re: Ryskeliinis sprites
Post by: kkmic on October 18, 2012, 09:35:02 am
I would also like to see Operatives with Alien DNA in the very late-game.

Yeah, a one-time alien DNA infusion chosen from a specific race (each race has it's own major benefit). Like a one-time augmentation for a specific stat/skill.
Title: Re: Ryskeliinis sprites
Post by: luke83 on October 18, 2012, 09:44:46 am
Yeah, a one-time alien DNA infusion chosen from a specific race (each race has it's own major benefit). Like a one-time augmentation for a specific stat/skill.

I like it , man this game is going rock once its compatible with all our weird dreams and fantasies , best of all , my game does not have to be the same as your game :)
Title: Re: Ryskeliinis sprites
Post by: Ryskeliini on October 19, 2012, 11:15:12 pm
Herro there you :3 ... u h first of all thanks for good feed back, (good or bad ,everythings welcome...) ... so yeah, iv been sketching  the mk2 research screen with google sketchup n photoshop and mk1 droid sprites a little bit... but i decided to share some DRUNKEN knowledge to you how to make researcgh screenns to xcom ...phew finnvodka is really starting to kicking in... so.. eyah...

But hopefullyt this is some way helpful (tho itg might be a bit.. uh.. badly written) who ever wants to make "new" research screens and such tp xcoim...

https://www25.zippyshare.com/v/45437701/file.html

have fun..atleat i did had fun making it :D ...
Title: Re: Ryskeliinis sprites
Post by: Warboy1982 on October 31, 2012, 12:59:51 am
i've included much of your fine work into my mod:
- combat armour
- shotgun
- grenade launcher
not only that, but i've made them work as god intended. combat armour is now an additional armour type, not as good as personal armour, but better than nothing, and you can BUY it.
the shotgun is a new weapon type that fires buckshot, has limited effective range, and is totally freaking awesome.
the grenade launcher is a new weapon type that arcs it's projectiles, has a limited range, a clip size of one, and is likewise totally freaking awesome.

if my inclusion of these sprites is for some reason a problem, please let me know so i can figure out alternatives. i will, of course, give you credit when i make a readme file.
Title: Re: Ryskeliinis sprites
Post by: Ryskeliini on June 01, 2013, 07:43:16 pm
No time to explain, just throwing these here from old-assumed-to-be-broken-HD ,will be back in couple days to share some of these..
Title: Re: Ryskeliinis sprites
Post by: Warboy1982 on June 02, 2013, 05:26:39 am
oh... my... god...

i hope your HD pulls through... my modding gland is tingling.
Title: Re: Ryskeliinis sprites
Post by: Nightwolf on June 02, 2013, 05:48:53 am
Well, what about Cyborgs? Once a xcom unit is deceased, one could use it like a base to a new type of unit, once you know alien sugeon, and more alien stuff technology. This could make more about moral, will you make it, as alien do? Also, why only we need to focus on alien technology?, what about trying to discover and improve earth technology in order to not use any alien stuff? (if players choose to) Hehe also i think something like civilization, when the year you are makes more easy to discover an advancement. That could work in a long campaing starting for example since roswell incident, so your starting team begins with WW2 weapons...
Title: Re: Ryskeliinis sprites
Post by: luke83 on June 02, 2013, 12:42:28 pm
No time to explain, just throwing these here from old-assumed-to-be-broken-HD ,will be back in couple days to share some of these..

My friend , you are clearly insane, please don't ever change , we MUST get these into game :P
Title: Re: Ryskeliinis sprites
Post by: mercy on June 02, 2013, 01:30:05 pm
Well, what about Cyborgs? Once a xcom unit is deceased, one could use it like a base to a new type of unit, once you know alien sugeon, and more alien stuff technology. This could make more about moral, will you make it, as alien do? Also, why only we need to focus on alien technology?, what about trying to discover and improve earth technology in order to not use any alien stuff? (if players choose to) Hehe also i think something like civilization, when the year you are makes more easy to discover an advancement. That could work in a long campaing starting for example since roswell incident, so your starting team begins with WW2 weapons...

Yes! Robo-Cop drama would be excellent. Poor captain died, but resurrected as a battle-Cyborg!
Title: Re: Ryskeliinis sprites
Post by: Yankes on June 02, 2013, 01:50:07 pm
bio-weapons is fun idea and this cult bases can be interpolate to current alien base assaults. Best if will be possible to dig in using some explosive :)
Title: Re: Ryskeliinis sprites
Post by: Warboy1982 on June 02, 2013, 03:06:26 pm
alien worshiping human cultists? that could pose a sirius threat to Xcom.
Title: Re: Ryskeliinis sprites
Post by: Ryskeliini on June 04, 2013, 02:13:08 pm
Ok, time for a long post... sorry for the akward english type-writing allready. edit2: Scroll down to get files if you dont care this babble ;P

So the X-Com 'n Alien weaponery. I created these Xcom weapon sprites since there is all-n-all allready pistols, rifles, HMGs n such for Xcom allready so i tried this time to
create something diffrend.


SMGs: i was hoping to have FULL auto mode to shoot as well as snap shot. could be doing same amount of damage as pistol does now... spray n pray anyone?

Flamer:... well its a flamer, https://lolbot.net/pix/17397.gif (https://lolbot.net/pix/17397.gif)

Magnum: Needed more sidearms, with bigger punch!

Taser: Could be a short-ranged, battery carries 2 shots, for balance that ppl wouldnt only use this than ...brainfreeze.. rodstick? Could be less powerful than that.

LAW: Simple lightweight bazooka with 1 shot, after usage can be thrown away as its then used. Has lighter punch than the orginal rocket launcher?

Alien weaponery:


For these i tried to make them look-a-like the aliens themselfs, have a some sort of their very own weaponery. Alltough i dont have much of ideas what kind of projectiles
these could shoot or even make

Snakegun: Something that shoots acid? acid-spray flamethrower?.. or like blasterbomb with hazardous gas, maybe?

FloaterSMG??: none... shoots discs? :D https://www.youtube.com/watch?v=I8F92p1ept0

Ethreal Railgun/Gaussgun: See the image. Design came straight from the District 9 movies alien weaponery.

Sectoid Raygun: Some classical oldie ufo movie gun... could have these round O:s projectiles ?

Floater-somethingsomething: a Sonic weapon? no ideas from me :p

Chryssalid Leechgun: Organic weapon that shoot leeches, basically same idea that Half-life alien grunt had but something more dramatic. by that "appply awesome ani"
i ment death animation of when it would blow up ( zombie raises hands to sky and eyes get swollen up when it finally pops) ..

But for you who code these and mod these, these can be anything else what you just want, these are just merely my view of points what these could be :)



MOON NAZIS  was supposed to be this small "eastern-egg" mini-campaign for OpenXcom with the orginal campaign, in some day nazis would just invade earth for-no-good-reason and just terrorise ... once you had captured one of the leaders, you could had the moon-ish solution where you could travel to moon, and fight them off in the "swaztika" base.. i know much related to iron sky movie :p . ..Enemy types:

 Soldier: (as in picture) - Carries modified MP40 or a modd.Rifle

 Soldier AT: (as in picture) - Carries modified Panzer-somethingsomething-bazooka

Tank: (as in picture, a Hetzer like small tank, wich is fitted with one half-man, meaning that it only has torso-head-hands...[ dead nazi -> reanimated -> fitted to operate tank])

Officer: cap n uniform, carries luger

 Sturmnazi:
Armored soldier, reanimated, biggerbadder etc. MG42... something like jin-roh https://www.cinefagos.com/wp-content/uploads/2012/12/jin_01-300x203.jpg

Clone-Hitler: the Boss! ;P ... imagine wolfenstein 3d. ...or a floating brain in a fishbowl.

OPTIONAL:
 
 Scientist: operates at the moonbase, carries something lightarmed.

... And finally when you'v had finished the nazis you could aquire re-animate technology wich would make dead soldiers back to use... could be fearless, but still fragile...
basically X-Com Zombie soldiers.

But i guess this kind of "mini" project would be quite huge to make alone, so i discontinued making this further (all the ships, soldiers, maps etc etc..)

ALIEN WORSHIPPER CULTIST.

Had this design made when someone talked about worshippers, dunno was it here, but then i looked at the X-Com Apocalypse that it had some sort of cultist so
why not in Openxcom also :)

Could be duable, partly , since its not that much of work (atleast graphically) ,cultists with their weaponery could be quite easily made. (e.g. make 1 cultist and recolor it to another one and  use the civilian to re-color it to ... "redneck?" look.. 3 new enemies! ...(well 4 if you redneccise the civilian women also)

Problematic would be ,i guess the mapping? ..About coding i have no idea how hard it would be to import in. This would give some variation to base invasion missions.
Another one i was thinking how about diffrend kind of terror missions? like VIP escort? ... land in terror mission, search VIP ,take it back to landing craft.



But now i need to stop , here let me show you my pouykeymons down below... Weapon pack with X-Com weaponary and only Alien inventory. Not finished, but guess ill share these ones for now, will finish them later

NOTICE that these havent been tested in anyways , not sure if they fit right in the inventory screen.
Also i re-edited the Combat armor inventory screens couple hours ago, also i made some edits to README.txt (for easier to understand who hasnt never tried these.)

i'll guess ill put those to Xcommods website in sometime then. Now, out cu!

Title: Re: Ryskeliinis sprites
Post by: Ryskeliini on June 06, 2013, 03:07:22 pm
"Did you hear someth--"
Title: Re: Ryskeliinis sprites
Post by: mercy on June 06, 2013, 06:29:37 pm
Wow this looks superb!!

Jump-started my mind to reduce size of yellow explosion and add flying fleshy bits instead.  Would coding  longer explosions like this be possible for MODs?

Because explosions are relatively easy to do and we could add tank explosions, reaper-explosions with flying guts & gore + alien blood, for most exploding alien types.

If modding in longer animations is possible then alien's guts & pieces could bounce a bit leaving a mess on the ground (all done in anim frames) and maybe leave the last transparent explosion-frame on the Battlescape resulting in a corpse.

The last frame of these special deaths always should end in a particularly gory alien corpse lying still mangled and bits & pieces resting around. Or just leave there some greasy-gory blue/green burned blood patch (scorched) one hand maybe remaining of the whole creature.
Title: Re: Ryskeliinis sprites
Post by: Warboy1982 on June 10, 2013, 02:01:28 pm
hope you don't mind, i modified the attachment on your post to add the list order and clean up the folder structure of the combat armor mod.
Title: Re: Ryskeliinis sprites
Post by: Ryskeliini on June 10, 2013, 05:40:57 pm
Not at all, just go ahead. I'm glad that you even made that work ingame ,thanks!  :)

i'v been working on suicidal zombie animations sprites for now. Next ill finish those battlescape alien weaponery sprites + projectinal shot-sprites for them.. maybe draw magazines for some of them.

 Probably after that ill head finishing that droid sprite sheet wich i started ages ago, but im still mindstorming wich sprite sheet/layout i should use for it. its currently made on XCOM_0 (that Xcom agent with a jumpsuit) wich has awful amount of sprites in parts. Probably best to change to civilian male sprite sheet, since it has whole sprite in one image. Prolly only animations are the legs when moving, hands will be stiff position like letter "L" pointing towards (not waving hands like other units are moving) maybe shoulders bound up n down when it moves, just a small animation, but getting later on that.

oh and that suicidal zombie when its about to explode... imagine it with something similiar sound like this :>  https://www.youtube.com/watch?v=T_8BSBB1JtQ
Title: Re: Ryskeliinis sprites
Post by: mercy on June 11, 2013, 09:10:44 am
Thank You Warboy for the graphics MOD fix! Combat armor now works with Flawless Victory!
Title: Re: Ryskeliinis sprites
Post by: pmprog on June 11, 2013, 12:11:43 pm
alien worshiping human cultists? that could pose a sirius threat to Xcom.
I see what you did there.... ;)
Title: Re: Ryskeliinis sprites
Post by: anonilsus on June 11, 2013, 02:16:33 pm
This looks very much like the most promising source for creating a graphic replacement mod for all the copyrighted original graphics.
Title: Re: Ryskeliinis sprites
Post by: mercy on June 11, 2013, 10:06:15 pm
alien worshiping human cultists? that could pose a sirius threat to Xcom.

If cultists will be made, countries they are operating in should sign a pact faster with the aliens. Also in occupied countries a lot of cultist attack may happen so XCOM may get called to a Cultist Terror site, where the cultists are practicing civilian sacrifices.
Title: Re: Ryskeliinis sprites
Post by: Ryskeliini on June 14, 2013, 03:41:11 pm
amongst drawing those other sprites i got inspired by Pmprogs UAV idea, i made "hastly"  this  Sentry turret ..

Includes: Geoscape animations, destroyed ani, wreck sprite and inventory sprite.
Adding later prolly new inventory sprite (Folded sentry in smaller size rather than a case, maybe) & Research image. New wreck ani (a better one)

Title: Re: Ryskeliinis sprites
Post by: Hythlodaeus on June 14, 2013, 06:02:34 pm
Since you seem like a talented bloke, I might as well leave a small suggestion for a mod. Do you think you can find a way to put some of the "energy shower" particles from HWPs and Cyberdiscs below the Flying Suit's battlescape sprites backpack? I think this would be a really cool way to immediately tell which soldiers would be flying and which would be standing on ground.
Title: Re: Ryskeliinis sprites
Post by: Ryskeliini on June 14, 2013, 07:28:19 pm
not a bad idea, i would love to see also a flying suit with fly animation...  i made for starters 3 kinds of flames. spreading ,pulsating and just straight forward flame.. and all in one just for fun. Now i realised that All-in-one looks for me the best option.. well 4x9 sprites to go. hm, flying animations would have 72 sprites then, would it be possible even to code that into game? ..i just want to make sure before ill do anything :p

Edit: each image has now 3 frames looping.
Title: Re: Ryskeliinis sprites
Post by: pmprog on June 14, 2013, 09:17:42 pm
Personally, I think the spread fits best. The pulse and all-in-one seem a bit too sporadic to keep somebody in the air IMO :)
Title: Re: Ryskeliinis sprites
Post by: luke83 on June 14, 2013, 11:46:25 pm
Nice turret, would love to see your take on a alien version ( especially since i try coming up with a design i liked last night and failed ).

Also the flying suit Spread animation is best i think.
Title: Re: Ryskeliinis sprites
Post by: Ryskeliini on June 15, 2013, 12:02:08 am
somehow i noticed ppl wuould like the spread one... and its hardest to make ( making single particle to fly animated correctly) but iits duable...
i also thought about alien sentry but then, how AI would would act dropiing them in the scenatio is a another thing..still bending. but if ppl like the spread one,im willing to give it 6 frames for proper look each side.
Title: Re: Ryskeliinis sprites
Post by: Hythlodaeus on June 15, 2013, 03:40:33 pm
The thing about the effect is that it has to match the hovering "woowoowoowoo" sound effect, so maybe it should a little more energy waves, and a little less like flames. So far, the spread and the pulsating effects seem to be the most adequate for that.
Title: Re: Ryskeliinis sprites
Post by: Volutar on June 15, 2013, 06:56:14 pm
 I thought flying suites are not about jet engines at all. I thought it's about antigravity caused by elerium used to build one. It can hang in the air infenitely long time, and there are no (extra) fuel canisters.
Title: Re: Ryskeliinis sprites
Post by: Hythlodaeus on June 15, 2013, 09:22:17 pm
I thought flying suites are not about jet engines at all. I thought it's about antigravity caused by elerium used to build one. It can hang in the air infenitely long time, and there are no (extra) fuel canisters.

I completely agree, hence why I would prefer an effect similar to the cyberdisc and HWP "energy shower". It looks truly alien, and it gives a sensation of hovering. The jet flames is one of the things that truly pissed me off in the 2012 XCOM: EU title.
Title: Re: Ryskeliinis sprites
Post by: mercy on June 16, 2013, 12:19:40 am
I completely agree, hence why I would prefer an effect similar to the cyberdisc and HWP "energy shower". It looks truly alien, and it gives a sensation of hovering. The jet flames is one of the things that truly pissed me off in the 2012 XCOM: EU title.

Ditto. In XCOM EU devs made super-stupid decision to make the horrible hover-rocket-jet crap flying suit. Flight fuel???!! Aarrgh..
Title: Re: Ryskeliinis sprites
Post by: Ryskeliini on June 18, 2013, 05:21:04 pm
Ok, this is best i came up with flying suit animation. For me now it looks like its "hovering"  instead of bursting towards something, like the last ones... others would been good for movement animation, but since flying suit needs to be still ...this is prolly for the best.

Includes:
-Legs "wavy" hover particles (in every direction)
-Torsos backside ..gah brainfreeze,engines? ..animations, small pulsating ones. (in directions if looked into keypad 4,7,8,9,6. 1,2,3 wasnt needed imo since you cant see flying suits back.
-preview animations.
-horrid explanotary image.

have fun   ::)

Title: Re: Ryskeliinis sprites
Post by: xracer on June 18, 2013, 06:03:23 pm
This are awesome!!! finally we can say hey, the soldier actually has a jet pack!!! and not just floating :)
Title: Re: Ryskeliinis sprites
Post by: mercy on June 19, 2013, 09:23:36 pm
Beautiful work! You have refreshed the whole XCOM graphics concept with this new representation.
Title: Re: Ryskeliinis sprites
Post by: MKSheppard on October 24, 2013, 07:12:19 am
Do you have the raw image file for the Elerium Chip? It'd be awfully useful!
Title: Re: Ryskeliinis sprites
Post by: Ryskeliini on October 24, 2013, 11:00:56 am
Sure, catch!
Title: Re: Ryskeliinis sprites
Post by: The Martian on October 02, 2019, 07:56:47 am
Does anyone have the "Sectoids Retarded Cousin" files archived?
(https://openxcom.org/forum/index.php?action=dlattach;topic=546.0;attach=2537)

Unfortunately the link to the file in the original post appears to be dead.

Sectoids Retarded Cousin, just for lulz

https://www5.zippyshare.com/v/65008454/file.html

feat. Battlescape anims & corpse, inventory corpse.

This is just a simple edit for the sectoid... at the weekend when i was bit drunk  i had this vision of this little abomination sectoid.. retarded cousin of sectoids. just really had to make this for the laughs. Use freely in your mods if needed. (it can always be something else than retarded cousin, maybe a sectoid without a suit or lower intelligent sectoid, your choise.)
Title: Re: Ryskeliinis sprites
Post by: luke83 on October 02, 2019, 08:11:24 am
Yes, they should still be on my old Mod site, let me look and get back to you.

SEE HERE:
http://openxcommods.weebly.com/downloads11.html
Title: Re: Ryskeliinis sprites
Post by: The Martian on October 02, 2019, 08:24:34 am
Thank you very much. ^_^